本文整理汇总了TypeScript中tree.path.init方法的典型用法代码示例。如果您正苦于以下问题:TypeScript path.init方法的具体用法?TypeScript path.init怎么用?TypeScript path.init使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类tree.path
的用法示例。
在下文中一共展示了path.init方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: jumpToNext
function jumpToNext(): void {
feedback('find');
const node = findNextNode();
if (!node) {
current(null);
return redraw();
}
const fault = {
node,
path: root.mainlinePathToPly(node.ply)
};
const prevPath = treePath.init(fault.path);
const prev = {
node: root.tree.nodeAtPath(prevPath),
path: prevPath
};
const solutionNode = prev.node.children.find(n => !!n.comp);
current({
fault,
prev,
solution: {
node: solutionNode,
path: prevPath + solutionNode!.id
},
openingUcis: []
});
// fetch opening explorer moves
if (game.variant.key === 'standard' && game.division && (!game.division.middle || fault.node.ply < game.division.middle)) {
root.explorer.fetchMasterOpening(prev.node.fen).then((res: OpeningData) => {
const cur = current();
const ucis: Uci[] = [];
res!.moves.forEach(function(m) {
if (m.white + m.draws + m.black > 1) ucis.push(m.uci);
});
if (ucis.find(function(uci) {
return fault.node.uci === uci;
})) {
explorerCancelPlies.push(fault.node.ply);
setTimeout(jumpToNext, 100);
} else {
cur.openingUcis = ucis;
current(cur);
}
});
}
root.userJump(prev.path);
redraw();
};
示例2: initiate
function initiate(fromData) {
data = fromData;
tree = treeBuild(treeOps.reconstruct(data.game.treeParts));
var initialPath = treePath.fromNodeList(treeOps.mainlineNodeList(tree.root));
// play | try | view
vm.mode = 'play';
vm.loading = false;
vm.round = undefined;
vm.voted = undefined;
vm.justPlayed = undefined;
vm.resultSent = false;
vm.lastFeedback = 'init';
vm.initialPath = initialPath;
vm.initialNode = tree.nodeAtPath(initialPath);
setPath(treePath.init(initialPath));
setTimeout(function() {
jump(initialPath);
redraw();
}, 500);
// just to delay button display
vm.canViewSolution = false;
setTimeout(function() {
vm.canViewSolution = true;
redraw();
}, 5000);
moveTest = moveTestBuild(vm, data.puzzle);
withGround(function(g) {
g.setAutoShapes([]);
g.setShapes([]);
showGround(g);
});
instanciateCeval();
history.replaceState(null, '', '/training/' + data.puzzle.id);
};
示例3: checkCeval
function checkCeval() {
const node = root.node;
if (!running()) {
comment(null);
return root.redraw();
}
if (tablebaseGuaranteed(variant, node.fen) && !defined(node.tbhit)) return;
ensureCevalRunning();
if (isMyTurn()) {
const h = hinting();
if (h) {
h.uci = nodeBestUci(node) || h.uci;
root.setAutoShapes();
}
} else {
comment(null);
if (node.san && commentable(node)) {
const parentNode = root.tree.parentNode(root.path);
if (commentable(parentNode, +1)) comment(makeComment(parentNode, node, root.path));
else {
/*
* Looks like the parent node didn't get enough analysis time
* to be commentable :-/ it can happen if the player premoves
* or just makes a move before the position is sufficiently analysed.
* In this case, fall back to comparing to the position before,
* Since computer moves are supposed to preserve eval anyway.
*/
const olderNode = root.tree.parentNode(treePath.init(root.path));
if (commentable(olderNode, +1)) comment(makeComment(olderNode, node, root.path));
}
}
if (!played() && playable(node)) {
root.playUci(nodeBestUci(node)!);
played(true);
} else root.redraw();
}
};
示例4: make
export function make(root: AnalyseCtrl, playableDepth: () => number): PracticeCtrl {
const running = prop(true),
comment = prop<Comment | null>(null),
hovering = prop<any>(null),
hinting = prop<any>(null),
played = prop(false);
function ensureCevalRunning() {
if (!root.showComputer()) root.toggleComputer();
if (!root.ceval.enabled()) root.toggleCeval();
if (root.threatMode()) root.toggleThreatMode();
}
function commentable(node: Tree.Node, bonus: number = 0): boolean {
if (root.gameOver(node)) return true;
const ceval = node.ceval;
return ceval ? ((ceval.depth + bonus) >= 15 || (ceval.depth >= 13 && ceval.millis > 3000)) : false;
}
function playable(node: Tree.Node): boolean {
const ceval = node.ceval;
return ceval ? (
ceval.depth >= Math.min(ceval.maxDepth || 99, playableDepth()) ||
(ceval.depth >= 15 && ceval.millis > 5000)
) : false;
};
const altCastles = {
e1a1: 'e1c1',
e1h1: 'e1g1',
e8a8: 'e8c8',
e8h8: 'e8g8'
};
function makeComment(prev, node: Tree.Node, path: Tree.Path): Comment {
let verdict, best;
const over = root.gameOver(node);
if (over === 'checkmate') verdict = 'good';
else {
const nodeEval: Eval = (node.threefold || over === 'draw') ? {
cp: 0
} : (node.ceval as Eval);
const shift = -winningChances.povDiff(root.bottomColor(), nodeEval, prev.ceval);
best = prev.ceval.pvs[0].moves[0];
if (best === node.uci || best === altCastles[node.uci]) best = null;
if (!best) verdict = 'good';
else if (shift < 0.025) verdict = 'good';
else if (shift < 0.06) verdict = 'inaccuracy';
else if (shift < 0.14) verdict = 'mistake';
else verdict = 'blunder';
}
return {
prev,
node,
path,
verdict,
best: best ? {
uci: best,
san: pv2san(root.data.game.variant.key, prev.fen, false, [best])
} : undefined
};
}
function isMyTurn(): boolean {
return root.turnColor() === root.bottomColor();
};
function checkCeval() {
const node = root.node;
if (!running()) {
comment(null);
return root.redraw();
}
ensureCevalRunning();
if (isMyTurn()) {
const h = hinting();
if (h && node.ceval) {
h.uci = node.ceval.pvs[0].moves[0];
root.setAutoShapes();
}
} else {
comment(null);
if (node.san && commentable(node)) {
const parentNode = root.tree.parentNode(root.path);
if (commentable(parentNode, +1)) comment(makeComment(parentNode, node, root.path));
else {
/*
* Looks like the parent node didn't get enough analysis time
* to be commentable :-/ it can happen if the player premoves
* or just makes a move before the position is sufficiently analysed.
* In this case, fall back to comparing to the position before,
* Since computer moves are supposed to preserve eval anyway.
*/
const olderNode = root.tree.parentNode(treePath.init(root.path));
if (commentable(olderNode, +1)) comment(makeComment(olderNode, node, root.path));
//.........这里部分代码省略.........
示例5: prev
export function prev(ctrl) {
ctrl.userJump(treePath.init(ctrl.vm.path));
}
示例6: setTimeout
setTimeout(function() {
withGround(function(g) { g.cancelPremove(); });
userJump(treePath.init(vm.path));
redraw();
}, 500);
示例7: prev
export function prev(ctrl: AnalyseCtrl): void {
ctrl.userJumpIfCan(treePath.init(ctrl.path));
}